AB - The Black Axe of Krell

(Entry)
Type:

upgrade

EntryId:

3a47d1be-445d-4977-92bd-6e033aded73d

Hidden:

false

Constraints:

min: 1
max: 1

Profiles:

Weapon RangeStrength
The Black Axe of Krell

Combat

'+2

Requires Two Hands, Always Strikes Last and Multiple Wounds (D3), Furthermore, any model taking an unsaved Wound from the Black Axe but not removed from play must roll a D6 as the start of each of it's subsequent turns. If the result is higher than the number of Wounds it has remaining, that model suffers an additional Wound with no armour saves allowed.

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